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It's all about softening them up first. Try to make them flip Assets with your basic shots (which, if penetrating, will be doing 1 damage apiece), THEN hitting them with your high strength when they can only scrap, potentially netting 2. I will usually try to take as many Engineers as I can for eligible units, who are great for this.

The trigger on Lord of Steel's Spear of Ages reads thusly:
Open Wound: Immediately increase the Strength of this Action by +1 per in the final duel total.
When not in Glory, there is no suit built-in to the stat of the Spear of Ages attack. When in Glory, there is one .
The wording on using suits for triggers is listed as below in the rulebook:
When a player declares a Trigger, they spend the indicated suit(s) or Margin Values from their final duel total. Spent suits are removed from the final duel total...
Therefore, unless you are getting at least 2 , there is no benefit from this trigger. The Machinations Stratagem is the only way I can find to gain another from other models or abilities that I am aware of. So the trigger is otherwise wasted text when not in Glory, and requires you to flip/cheat a when in Glory, aside from playing the Machinations Stratagem.
Would this be correct?
Strength 5 is still great but if the above is true, I'm not really sure why they wasted the space on the card when not in Glory just to cover for if i) Machinations is taken, purchased and played AND ii) Part of the Plan is used to gain a AND iii) a card is used for the attack. Most of the time I would prefer to use the extra Morale action for each unit granted by Machinations for another Take To The Sky, or for an Interact action.

Shadow Emissary, trigger on Prophecies in Thunder bonus action:
No Future but Our Own:Both players shuffle their Discard Pile into their Fate Deck, then the player with the least amount of cards in their Control Hand draws cards until they have as many cards in their Control Hand and as the other player.

Hey me too! I haven't painted much but looking to change that with TOS, but my thoughts were for these exact same colours, with some changes depending upon unit type to make it a bit easier to distinguish them at a glance.

It's worthwhile going for the Fragile in certain circumstances:
You have 2 Crime Bosses, who will both benefit from +1Ml.
You're subsequently going to hit the thing with lots of other things
Subsequently using the Coordinated Raid trigger on a Wokou Raider. The Crime Boss is a great target for making extra attacks as it is entirely suit-independent and has no triggers anyway.

Fingers get Fast instead as he's a Henchman.
I run a tankier Brewmaster so I will appreciate their magical elixir. Not sure why you'd take them with anyone other than Brewie though, unless you have an Akaname fetish.

I'm most excited about Lotus Eaters; they seem to go hand-in-and with Katanaka Crime Bosses and Woukou Raiders (with Misaki). Having something that can eat up the scheme markers that the Woukou Raiders want to make the enemy drop is golden.

Lucius allows for models to do things outside of their activation. You could put Ancient Protection on Papa turn 1 then box him, unbox him turn 2 in position to boom once or twice (ideally around activated models), then use Lucius to get more moves/Ancient Protections/booms/heals? out-of-activation.